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Yongfish |
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Swims the wife and children shrimp User group: Member Publication total: 127 Registration date: 04 years on December 30 User serial number: 1.67,025 million |
About MM7 map on biological revision
Modification of Monsters on Maps Transparent star,05 years on April 27 8:04 ] Auther: Transparent star (Transparent Star) 05./04/27 million * Ordinary monster group revision * Modification of Ordinary Monster Groups So long as modified in mapstats.txt Mon1, 2, 3 is good. For example changes jadeite island Mon1 by Dragonfly Goblin, then meets on the jadeite island Long Yingjiu turned the big ear to blame. Just change Mon1, Mon2, Mon3 in mapstats.txt. Eg. change the Mon1 of Emerald Island from Dragonfly to Goblin. You will encounter Goblin instead of Dragonfly on the island. ENC and the M1M2M3 percentage, is refers on the map rests the time the percentage which meets the enemy probability and each kind of monster appears. For example when Kazak Mondale, rest has 10% probability to run into the enemy. If runs into the enemy, then 100% is the big ear is strange. If in peaceful 塔利 Asia, time rest also has 10% probability to meet the enemy. If meets the enemy, then 50% possibly is the archer, 50% possibly is 索尔 the giant. The actual examination result also is this. If will breathe out Mondale ENC to change 100, Mon1 will change Fighter Plate, then will rest in the Kazak Mondale, certainly will be able to meet the enemy, moreover will meet certainly will be the canned food. But ENC looks like in some places can change because of the event occurrence, for example Kazak Mondale castle, small fatigue cavern. Once completes the corresponding task, cannot again run into the enemy in these place rests. ENC and the percentile of M1M2M3 represets the change of enermy encounter during resting and the probability of which monster to encounter. Eg. in Harmondale, there's 10% chance of encountering enermies during resting. And if there's such an encounter, for 100% it will be Goblins. On the other hand in Tatalia, there's also a 10% chance of encountering enermies. And there's a 50% chance that the energy is Archer, and 50% chance that the enermy is Troll. If we change the ENC of Harmondale to be 100, and change M1 to Fighter Plate, then we will surely encounter enermy whenever rest in Harmondale, and the enermy will surely be the Can-face loser. However on some maps ENC is influenced by some events, Eg. in Harmondale and in Wromthrax's Cave, we will no longer encounter enermies upon completion of certain quests. * About map on special biological revision * Modification of Special Monsters The guard, NPC, have the fixed treasure the monster, that two pitiful dragons and so on all belongs to the special biology. These special living thing many attributes not events.lod in monsters.txt control. Guards, NPC, monsters carrying special items, the 2 pathetic dragons all belongs to special monsters. Many properties of these special monsters are not controlled by monsters.txt in events.lod. First takes the jadeite island the guard takes the example, derives out01.ddm in games.lod, opens with u-edit, seeks (special biology which "Guard" basis must revise to decide, for example looks for NPC is "Peasant", after looks for jadeite island on mountain these participants, then looks for "Swordsman"). The following chart, behind "Guard" is this special living thing data. In the chart buff color part is this special living thing forms of defensive action, 00 is the fire, 01 is the air, 04 is physics, the blue color part is the striking power, "030,706" expresses the 3d7+6 striking power. The decadent part is the biological code (corresponds monsters.txt), CE is Swordsman B, changes it D3, then this guard can become peaceful Tanzania (Titan A). The pessimistic part is this special living thing life value. Namely definitely may guard changes peaceful Tanzania but the life value only to have 1! The green part is coordinates, front is x, behind is y. But did not know behind has duplicated why two. The black frame colorless are partial is the goods which this special living thing carries. If changes 91, after then kills this monster, traces the corpse to pick certainly is the fireball weaponry. Changes the F8 01 pieces certainly to pick armor of the treasure governor. If is 00, then defers to in monsters.txt to process. Taking the Guard on Emerald Island as an example, extract out01.ddm form games.lod, open with u-edit, search for "Guard" (Depends on the special monster you want to modify, Eg NPC is "Peasant", other contestants on the hill are "Swordsman"). Look at the diagram below, after "Guard" is the data for the special monster. The section in light yellow is the monster's attack type, 00 for Fire, 01 for Air, 04 for Physical; The section in blue is the damage, "03 07 06" stands for 3d7+6; The section in yellow is the monster code (refer to monster.txt), CE is Swordman, if you change it to D3, then the guard will be Titan (Titan A). The section in grey is the HP of the special monster. So you may change the HP of the Titan guard to 1! The section in green is the coordinates, X in front, Y at back. but wondering why it is repeated twice behind. The section in the non-coloured black box is the item carried by this monster. If set to 91, you will defeinately get a Fireball Wand by disposing the corpse. Set to F8 01 you will get Governer's Armor. If set to 00, it will follow the setting in monsters.txt. Again takes the jadeite island dragon hole to take the example, derives d28.dlv in games.lod, opens with u-edit. Seeks "Red Dragon", like chart. The buff color part is the forms of defensive action, 00 is the fire. The blue color are partial "100,800" expression striking power 16d8. Yellow "1B" expressed this living thing (contour) is the red dragon flour. The pessimistic part is the life value, the 0514h namely 1,300 lives. Depositing brings the goods in the place chart not to express, but its relative position is same with the above example, after the revision may control the red dragon flour treasure. Now take the dragon cave on Emerald Island as an example, extract d28.dlv form games.lod, open with u-edit. Search for "Red Dragon", as shown in the diagram. The section in light yellow is the monster's attack type, 00 for Fire. The section in blue "10 08 00" means damage 16d8. The section in yellow "1B" tells that the monster (its looking) is Red Dragon. The section in grey is the HP, 0514h means 1300. The section in for carried item is not visible on the diagram, but the relative position is exactly the same as the previous example, You can modify it to control the item drops. ![]() On in the chart I increased a guard on the jadeite island, also all changes them peaceful Tanzania. In the above diagram I have inserted a guard on Emerald Island, and changed all guards to Titans. Other data I do not have to analyze with enough time, for example is friendly or is hostile? Defense rank? The motion pattern is short, long or stand is motionless? May discharge black magic? I didn't have time to analyse other data yet, Eg. friendly or hostile? Move mode is short, long or atand? The spells they can cast? * About map on special biological increase * Insertion of Special Monsters Take the jadeite island as the example, derives out01.ddm in games.lod, opens with u-edit, first casually seeks a special living thing, duplicates its all codes, certainly wants the integrity. For example selects "Guard", but behind deposits is "Peasant", then duplicates time must start from first letter "G" continuously to a "Peasant" "P" front character. Then will duplicate the code will insert (increase) to some special living thing in front of. For example may directly insert to "Peasant" "P" in front of. Soon this "Guard" information much has duplicated. Certainly, red dragon flour data copy down duplicates dragon hole d28.dlv in jadeite island out01.ddm to come up also is may. Taking Emerald Island as an example, extract out01.ddm form games.lod, open with u-edit, look for any special monster, copy all the codes, must be complete. Eg. choose a "Guard", and behind is a "Peasant", Then you shall copy form the first letter "G" to the byte just before the "P" of "Peasant". then insert the copied code in front of a special monster. Eg. the "P" of the "Peasant". Then we have on more copy of "Guard". Of course you can copy the Red Dragon in the Dragon Cave d28.dlv to Emerald Island out01.ddm. The revision duplicated a moment ago the biological data, changed it the biology which you wanted, appeared the place (coordinates), the striking power and so on. Modify the copied monster, change it to monster you want, the location (coordinates), damage and so on. Some point very is also important - found in this document to store the first special biological data the place, in front of it the 4th byte place, is depositing this map special biology integer, the jadeite island is "20", namely the expression has 32 special living thing. This value also wants the similar increase. If you increase 1 special living thing, then changes "21". One more important thing - look for the place where the first special monster is store, 4 bytes before it there is a integer indicating the total number of special monsters, Eg. "20" for Emerald Island, which means 32 sepcail monsters. You must increment this number. If you want to add 1 more monster, set it to "21". Moreover also has a simple method, is only suitable for no valuable box, does not have NPC the map. The biology in you which is the use has revised summons the black magic which to want the place summons you to want. Then scatters it permanently to let it keep on the map. Saves the plate, derives the corresponding map document from the archive, again inducts to games.lod in. There's a shortcut, only suitable for maps without chest and NPC. Use the modified summon magic to summon the monster you want, then cast a "Dispel" on it to make it stay on the map permanently. Save, extract the corresponding mapfile from the sav, the import into games.lod. |
Mm8leveleditor |
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Swims the family traveler User group: Member Publication total: 12 Registration date: 05 years on May 4 User serial number: 2.13,649 million |
QUOTE (Yongfish @ 05 years on May 6 2:06) About MM7 map on biological revision Modification of Monsters on Maps Transparent star,05 years on April 27 8:04 ] Auther: Transparent star (Transparent Star) 05./04/27 million Taking the Guard on Emerald Island as an example, extract out01.ddm form games.lod, open with u-edit, search for "Guard" (Depends on the special monster you want to modify, Eg NPC is "Peasant", other contestants on the hill are "Swordsman"). Look at the diagram below, after "Guard" is the data for the special monster. The section in light yellow is the monster's attack type, 00 for Fire, 01 for Air, 04 for Physical; The section in blue is the damage, "03 07 06" stands for 3d7+6; The section in yellow is the monster code (refer to monster.txt), CE is Swordman, if you change it to D3, then the guard will be Titan (Titan A). The section in grey is the HP of the special monster. So you may change the HP of the Titan guard to 1! The section in green is the coordinates, X in front, Y at back. but wondering why it is repeated twice behind. The section in the non-coloured black box is the item carried by this monster. If set to 91, you will defeinately get a Fireball Wand by disposing the corpse. Set to F8 01 you will get Governer's Armor. If set to 00, it will follow the setting in monsters.txt. Now take the dragon cave on Emerald Island as an example, extract d28.dlv form games.lod, open with u-edit. Search for "Red Dragon", as shown in the diagram. The section in light yellow is the monster's attack type, 00 for Fire. The section in blue "10 08 00" means damage 16d8. The section in yellow "1B" tells that the monster (its looking) is Red Dragon. The section in grey is the HP, 0514h means 1300. The section in for carried item is not visible on the diagram, but the relative position is exactly the same as the previous example, You can modify it to control the item drops. For MM6, (all offsets relative to start of creature data) Private static final int CREATURE_MOUSEOVER_NAME_OFFSET = 0; Private static final int CREATURE_MOUSEOVER_NAME_MAX_LENGTH = 32; Private static final int ATTITUDE_STATUS_AFRAID = 0x80; // high bit Private static final int ATTITUDE_STATUS_OFFSET = 37; // 1 bytes? Private static final int CURRENT_HP_OFFSET = 40; // 4 bytes? Private static final int X_COORD_OFFSET = 126; // 2 bytes Private static final int Y_COORD_OFFSET = 128; // 2 bytes Private static final int Z_COORD_OFFSET = 130; // 2 bytes Private static final int X_MIN_BOUNDS_COORD_OFFSET = 146; // 2 bytes Private static final int Y_MIN_BOUNDS_COORD_OFFSET = 148; // 2 bytes Private static final int Z_MIN_BOUNDS_COORD_OFFSET = 150; // 2 bytes Private static final int X_MAX_BOUNDS_COORD_OFFSET = 152; // 2 bytes Private static final int Y_MAX_BOUNDS_COORD_OFFSET = 154; // 2 bytes Private static final int Z_MAX_BOUNDS_COORD_OFFSET = 156; // 2 bytes // 5 is dead, 4 seems like it too Private static final int CONDITION_OFFSET = 160; // 2 bytes |
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